Game machine, a storage medium storing a computer program used thereof, and control method

ABSTRACT

A game machine includes: a monitor ( 2 ) that displays and outputs a game screen ( 40 R); a control panel ( 3 ) that includes volume controllers ( 9 ) operated so as to change a position of an outer circumferential portion (SP) of a knob portion ( 9 T); a external storage device ( 20 ) that stores sequence data ( 30 ) in which a reference timing at which the volume controllers ( 9 ) are operated during a game is associated with a reference position at which the outer circumferential portion (SP) is to be positioned at the reference timing. And, the game machine teaches information of the reference timing and the reference position to a player, based on the sequence data ( 30 ).

CROSS REFERENCE TO RELATED APPLICATION

This application is a national stage application of PCT/JP2012/067393,filed Jul. 6, 2012, which claims priority to Japanese Patent ApplicationNo. 2011-152362, filed Jul. 8, 2011, the disclosures of which are herebyincorporated by reference in their entirety.

TECHNICAL FIELD

The present invention relates to a game machine, a storage mediumstoring a computer program used thereof, and a control method.

BACKGROUND ART

A music game has been known in which a note bar corresponding to arhythm sound is displayed along a predetermined path, and an operationtiming is taught by moving the note bar toward a reference line so thatthe note bar can match the reference line corresponding to the currenttime at the operation timing (for example, see Patent Literature 1).

Patent Literature 1: JP 2001-96061 A.

SUMMARY OF INVENTION Technical Problem

In the game machine disclosed in Patent Literature 1, the operationtiming is taught such that the note bar matches the reference line.Further, the taught operation timing is compared with an actualoperation timing on a simulated guitar used as an operation device, andthe actual operation timing is evaluated. However, it is difficult toteach a plurality of pieces of information such as concrete operationcontent and the like by only one change, that is, a reduction in adistance between the note bar and the reference line. For this reason,in the game machine disclosed in Patent Literature 1, a concreteoperation such as an operation amount or an operation direction of theoperating unit is not requested. In this case, since an operation thatthe player is requested to perform is limited, there is a limitation toa game variation which can be actualized. Thus, amusement of a game canbe further improved.

In this regard, it is an object of the present invention to provide agame machine capable of requesting the player to perform a concreteoperation, a storage medium storing a computer program used thereof, anda control method.

Solution to Problem

A game machine according to the present invention comprises: a displayapparatus that displays and outputs a game screen; an input apparatusthat includes at least one operating unit operated so as to change aposition of a reference portion; a reference timing data storage deviceadapted and configured to store reference timing data in which areference timing at which the operating unit is operated during a gameis associated with information related to a reference position at whichthe reference portion is to be positioned at the reference timing; andan operation teach device adapted and configured to guide a player aboutthe reference timing and the information of the reference position basedon the reference timing data.

According to the present invention, both the reference timing and theinformation of the reference position are taught to the player based onthe reference timing data. For this reason, it is possible to requestthe player to perform a concrete operation on the operating unit such asan operation to cause the reference portion to be arranged at thereference position at the reference timing. Thus, since a variation of agame can be increased, amusement of a game can be improved.

The reference timing and the reference position may be taught in variousways. For example, in an aspect of the game machine according to thepresent invention, the operation teach device may comprises: a referencetiming determining device adapted and configured to determine thereference timing included within a predetermined time range from acurrent time on the game to a future and the information of thereference position corresponding to the reference timing based on thereference timing data; and a mark control device adapted and configuredto cause a reference mark representing each reference timing and theinformation of the reference positions corresponding to each referencetiming determined by the reference timing determining device, and acurrent time mark corresponding to the current time, to be displayedalong a time axis on the game by an arrangement of a time order, andcause relative displacement along the time axis between the referencemark and the current time mark such that a distance in a time axisdirection between the reference mark and the current time mark changeswith a decrease in a time difference between the reference timing to betaught by the reference mark and the current time. In this case, forexample, it is possible to match the current time mark with thereference mark at the current time through a change such as a decreasein a distance in a time axis direction between the reference mark andthe current time mark with a decrease in a time difference between thereference timing to be taught by the reference mark and the currenttime. Thus, it is possible to teach the reference timing and thereference position corresponding to the reference timing throughrelative displacement between reference mark and the current time markalong the time axis.

In the aspect of the present invention in which the reference mark isdisplayed, information related to a position in a second directioncrossing a first direction going along the time axis direction may bedescribed in the reference timing data as the information related to thereference position, and the mark control device may teach informationrelated to the position in the second direction by displaying thereference mark at the position in the second direction corresponding tothe reference timing at the reference timing on the time axis based onthe information related to the position in the second direction. In thiscase, it is possible to teach information of the position in the seconddirection to the player using a positional deviation of the referencemark related to the position in the second direction. Further, theplayer can easily recognize a correspondence relation between thereference timing and the information of the position in the seconddirection at the reference timing.

In the aspect in which the information related to the position in thesecond direction is described as the information related to thereference position, various marks may be used as the reference mark. Forexample, in an aspect of the game machine according to the presentinvention, the mark control device may display an instruction pathextending from one end side of the time axis toward the other end sidewhile passing through each position in the second directioncorresponding to each reference timing in a time order of each referencetiming determined by the reference timing determining device as thereference mark. In this case, the position in the second direction canbe continuously taught using the instruction path. Thus, it is possibleto continuously request the player to perform a concrete operation.

Further, in the aspect in which the information related to the positionin the second direction is described as the information related to thereference position, the mark control device may further display anoperation corresponding mark in which the position in the seconddirection changes according to a change in the position of the referenceportion while matching the current time mark in the first direction atthe current time. In this case, it is possible to teach an actualoperation result on the operating unit through the operationcorresponding mark. Thus, the player can be induced to perform a moreappropriate operation.

Furthermore, any direction may be used as the second direction as longas the direction crosses the first direction. For example, in an aspectof the game machine according to the present invention, an orthogonaldirection among directions crossing the first direction may be used asthe second direction.

The information related to the reference timing may be described in thereference timing data in various ways. For example, in an aspect of thegame machine according to the present invention, information related tothe change direction and the amount of change of the reference portionmay be described in the reference timing data as the information relatedto the reference position.

The number of operating units provided in the input apparatus is notlimited to one. For example, in an aspect of the game machine accordingto the present invention, a plurality of operating units may be providedin the input apparatus, the reference timing may be described in thereference timing data further in association with informationdesignating any one of the plurality of operating units, and theoperation teach device may teach the reference timing corresponding toeach of the plurality of operating units and the information of thereference position to be distinguishable for each operating unit.Alternatively, in the aspect in which the instruction path is used asthe reference mark, a plurality of operating units may be provided inthe input apparatus, the reference timing may be described in thereference timing data further in association with informationdesignating any one of the plurality of operating units, and the markcontrol device may display the instruction path corresponding to each ofthe plurality of operating units to be distinguishable for eachoperating unit.

The instruction path may be displayed in various ways as long as theinstruction path can be distinguishable for each operating unit. Forexample, in an aspect of the game machine according to the presentinvention, the mark control device may display the instruction pathcorresponding to each of the plurality of operating units to bedistinguishable for each operating unit by arranging at least one of theone end side and the other end side of the instruction path at adifferent position for each operating unit. Alternatively, the markcontrol device may display the instruction path corresponding to each ofthe plurality of operating units to be distinguishable by causing acolor of the instruction path to differ according to the operating unit.

The relative displacement between the reference mark and the currenttime mark may be caused in various ways. For example, in an aspect ofthe game machine according to the present invention, the operation teachdevice may cause the relative displacement along the time axis such thatthe reference mark moves toward the current time mark.

In an aspect of the game machine according to the present invention, theinput apparatus may be configured to detect an operation on theoperating unit, and the operation teach device may comprise anevaluating unit adapted and configured to evaluate an operation on theoperating unit based on the reference timing and the information of thereference position described in the reference timing data. In this case,since the operation on the operating unit is evaluated, it is possibleto induce the player to perform an appropriate operation at thereference timing.

In an embodiment of the game machine of the present invention, the gamemachine may further comprise: an audio output apparatus that reproducesand outputs a sound; a song data storage device adapted and configuredto store song data to reproduce a song; and a song reproducing deviceadapted and configured to reproduce the song through the audio outputapparatus based on the song data, and wherein a timing duringreproduction of the song may be described in the reference timing dataas the reference timing. In this case, the music game in which thereference timing and information of the reference position are taughtcan be actualized.

The input apparatus may be provided with various operating units. Forexample, in an aspect of the game machine according to the presentinvention, the input apparatus may be provided with a rotationaloperating member that has a center line and is configured to rotate onthe center line as the operating unit, wherein a position of an outercircumferential portion changes with the rotation, and the outercircumferential portion of the rotational operating member may be usedas the reference portion. In this aspect, the rotational operatingmember may be provided with a distinguishing device for distinguishing aportion of the outer circumferential portion from the remaining portion,and the portion of the outer circumferential portion distinguished bythe distinguishing device may be used as the reference portion. In thiscase, since the outer circumferential portion is provided with theportion distinguished from the remaining portion, it is possible tocause the player to use this portion as the reference of the position.

A storage medium storing a computer program for a game machine is astorage medium storing a computer program for a game machine comprising:a display apparatus that displays and outputs a game screen; an inputapparatus that includes at least one operating unit operated so as tochange a position of a reference portion; a reference timing datastorage device adapted and configured to store reference timing data inwhich a reference timing at which the operating unit is operated duringa game is associated with information related to a reference position atwhich the reference portion is to be positioned at the reference timing;and wherein the computer program is configured so as to cause a computerwhich is incorporated in the game machine to serve as: an operationteach device adapted and configured to teach a player about thereference timing and the information of the reference position based onthe reference timing data.

A control method of a game machine is a control method of controlling acomputer incorporated in a game machine comprising: a display apparatusthat displays and outputs a game screen; an input apparatus thatincludes at least one operating unit operated so as to change a positionof a reference portion; a reference timing data storage device adaptedand configured to store reference timing data in which a referencetiming at which the operating unit is operated during a game isassociated with information related to a reference position at which thereference portion is to be positioned at the reference timing, andwherein the control method of controlling the computer comprises anoperation teach step that teaches a player about the reference timingand the information of the reference position based on the referencetiming data. By executing the control method or the computer program ofthe present invention, it is possible to realize the game system of thepresent invention.

Advantageous Effects of Invention

As described above, according to the present invention, both thereference timing and the information of the reference position can betaught to the player based on the reference timing data. Thus, it ispossible to request the player to perform a concrete operation on theoperating unit such as an operation to arrange reference portion on thereference position at the reference timing.

BRIEF DESCRIPTION OF DRAWINGS

FIG. 1 is a diagram illustrating an external appearance of a gamemachine according to an embodiment of the present invention.

FIG. 2 is a front view of the game machine illustrated in FIG. 1.

FIG. 3 is a back view of the game machine illustrated in FIG. 1.

FIG. 4 is a side view of the game machine illustrated in FIG. 1.

FIG. 5 is a plane view illustrating the game machine of FIG. 1 viewedfrom the top.

FIG. 6 is an enlarged view of a control panel illustrated in FIG. 1.

FIG. 7 is a functional block diagram of a game machine.

FIG. 8 is a diagram schematically illustrating an example of a gamescreen.

FIG. 9 is a diagram illustrating another example of a game screen.

FIG. 10 is a diagram illustrating a game screen after a predeterminedtime elapses from the game screen of FIG. 9.

FIG. 11 is a diagram illustrating another example of an instructionpath.

FIG. 12 is a diagram illustrating an example of content of sequencedata.

FIG. 13 is a diagram illustrating an example of a flowchart of aninstruction path display process routine.

FIG. 14 is a diagram illustrating an example of a flowchart of a cursordisplay process routine.

FIG. 15 is a diagram illustrating an example of a flowchart of a cursorposition control process routine.

FIG. 16 is a diagram illustrating an example of a flowchart of anoperation evaluation routine.

DESCRIPTION OF EMBODIMENTS

Hereinafter, a game machine according to an embodiment of the presentinvention will be described. FIG. 1 is a diagram illustrating anexternal appearance of a game machine according to an embodiment of thepresent invention. FIG. 2 is a front view, FIG. 3 is a back view, FIG. 4is a side view, and FIG. 5 is a plane view. As illustrated in thesedrawings, a game machine 1 includes a monitor 2 serving as a displayapparatus, a control panel 3 serving as an input apparatus, and twospeakers 4 serving as an audio output apparatus. Each speaker 4 isconfigured to emit a light and changes a color of emitted light duringplay. Note that, the game machine 1 includes various input apparatusesand output apparatuses, provided in a typical game machine for businessuse, such as a volume operating switch, a power switch, and a power lampin addition to the control panel 3. However, the input apparatuses andoutput apparatuses are not illustrated in FIGS. 1 to 5. Further, aplurality of game machines 1 may be arranged in a row and used.

FIG. 6 is an enlarged view of the control panel 3 illustrated in FIG. 1.As illustrated in FIG. 6, the control panel 3 includes two volumecontrollers 9 serving as an operating unit and a rotational operatingmember, and six buttons 13. The six buttons 13 are classified into fourlarge buttons 13D and two small buttons 13S smaller than the largebuttons 13D. Further, a surface 3S is divided into a first area D1 and asecond area D2. A dotted line D illustrated in FIG. 6 represents theboundary between the first area D1 and the second area D2. Asillustrated in FIG. 6, the four large buttons 13D are arranged on thefirst area D1 above the two small buttons 13S, and the two small buttonsare arranged on the second area D2 below the first area D1. Further, thefour large buttons 13D are arranged so as to form a line in a horizontaldirection. Meanwhile, the two small buttons 13S are also arranged so asto form a line in the horizontal direction.

Furthermore, the six buttons 13 are arranged at vertically symmetricalpositions with reference to a longitudinal line JL that divides thesurface 3S of the control panel 3 in two in a left-right direction LR.The longitudinal line JL vertically divides the first area D1 and thesecond area D2 in half. In other words, the control panel 3 is dividedinto a left area 3A and a right area 3B by the longitudinal line JL, andthe three buttons 13 are arranged on each of the areas 3A and 3B. And,the three buttons 13 included in the left area 3A and the three buttons13 included in the right area 3B are arranged so as to be verticallysymmetrical to each other with reference to the longitudinal line JL.Further, each of the small buttons 13S is arranged on an intermediateline BT, which is defined midway between the two large buttons 13Dincluded in each of the areas 3A and 3B, in the left-right direction LR.As described above, a predetermined positional relation is formedbetween one small button and the two large buttons 13D included in eachof the left and right areas 3A and 3B. Note that, the dotted lines suchas the longitudinal line JL and the intermediate line BT illustrated inFIG. 6 are imaginary lines, and are not formed in the actual controlpanel 3.

The volume controller 9 is arranged on the second area D2. Further, thetwo volume controllers 9 are also classified into a left volumecontroller 9A included in the left area 3A and a right volume controller9B included in the right area 3B by the longitudinal line JL. The volumecontrollers 9A and 9B are also arranged to be vertically symmetrical toeach other with reference to the longitudinal line JL. Further, thevolume controller 9 has a cylindrical shape having a center line CL. Thevolume controller 9 includes a shaft portion (not illustrated) thatextends in a direction intersecting with the surface 3S along the centerline CL and a knob portion 9T fixedly attached to the shaft portion. Theshaft portion is provided so as to rotate around the center line CL inboth left and right directions. In other words, the volume controller 9is configured so as to rotate around the center line CL bothcounterclockwise and clockwise. The volume controller 9 is operatedrotationally in both left and right directions by the player through theknob portion 9T. Further, the position of an outer circumferentialportion SP of the knob portion 9T changes with the rotational operation.Thus, the outer circumferential portion SP of the knob portion 9Tfunctions as a reference portion of the present invention.

FIG. 7 is a functional block diagram of the game machine 1. Asillustrated in FIG. 7, a control unit 15 as a computer is provided inthe game machine 1. Further, the control panel 3, the monitor 2, and thespeaker 4 are connected with the control unit 15. The control unit 15includes a game control unit 16 serving as a main control entity, adisplay control unit 17 that operates according to an output from thegame control unit 16, and an audio output control unit 18. The gamecontrol unit 16 is configured as a unit in which a microprocessor iscombined with various peripheral devices such as internal storagedevices (for example, a random access memory (RAM) and a read onlymemory (ROM)) necessary for an operation of the microprocessor.

The display control unit 17 performs rendering an image corresponding toimage data given from the game control unit 16 in a frame buffer, andoutputs a video signal corresponding to the image which has beensubjected to rendering to the monitor 2, so that a predetermined imageis displayed on the monitor 2. The audio output control unit 18generates an audio reproduction signal corresponding to audioreproduction data given from the game control unit 16, and outputs theaudio reproduction signal to the speaker 4, so that a predeterminedsound (including a song or the like) is reproduced through the speaker4.

Further, the game control unit 16 is connected to an external storagedevice 20. As the external storage device 20, there is used a storagemedium that maintains data even though power is not supplied, such as anoptical storage medium including a digital versatile disc read onlymemory (DVD-ROM) or a compact disk read only memory (CD-ROM), and anon-volatile semiconductor memory including an electrically erasableprogrammable read only memory (EEPROM).

The external storage device 20 stores a game program 21 and game data22. The game program 21 is a computer program necessary to execute amusic game according to a predetermined process by the game machine 1.The game program 21 includes a sequence control module 23 foractualizing a function related to the present invention, and anevaluation module 24. When the game machine 1 starts up, the gamecontrol unit 16 executes an operation program stored in an internalstorage device thereof, and executes various processes necessary tooperate as the game machine 1.

Subsequently, the game control unit 16 sets an environment for executinga music game according to the game program 21. As the sequence controlmodule 23 of the game program 21 is executed by the game control unit16, a sequence processing unit 25 is generated in the game control unit16. Further, as the evaluation module 24 of the game program 21 isexecuted by the game control unit 16, an operation evaluating unit 26 isgenerated in the game control unit 16. The sequence processing unit 25and the operation evaluating unit 26 are logical devices actualized by acombination of computer hardware and a computer program.

The sequence processing unit 25 executes a music game process includingthe processes such as a process of instructing the player to perform anoperation in time with reproduction of music (song) selected by theplayer, or a process of generating a rendering effect such as a soundeffect in response to the player's operation. The operation evaluatingunit 26 executes a process of evaluating the player's operation. Notethat, the game program 21 includes various program modules necessary toexecute a music game in addition to the above-described modules 23 and24, and logical devices corresponding to the modules are generated inthe game control unit 16. However, the program modules and the logicaldevices are not illustrated in the drawings.

The game data 22 includes a variety of data which is referred to when amusic game is executed according to the game program 21. For example,the game data 22 includes song data 27, sound effect data 28, and imagedata 29. The song data 27 is data necessary to reproduce a song which isa target of a game through the speaker 4. FIG. 8 illustrates a singlekind of song data 27, but the player can actually select a song to playfrom among a plurality of songs. In the game data 22, a plurality ofsong data 27 which correspond to plural kinds of songs, respectively,are recorded with information identifying a song. The external storagedevice 20 functions as a song data storage device by storing the songdata 27.

The sound effect data 28 is data in which each of plural kinds of soundeffects to be output from the speaker 4 in response to the player'soperation is recorded in association with a unique code for each soundeffect. The sound effect includes various kinds of sounds other than asong. As the sound effect data 28, sound effect data which correspond innumber to a predetermined number of octaves may be prepared by changinga musical pitch for each kind. The image data 29 is data for causing abackground image of a game screen, various objects, icons, and the liketo be displayed on the monitor 2.

The game data 22 further includes sequence data 30 serving as referencetiming data. The sequence data 30 is data in which an operation to beinstructed to the player is defined. At least one piece of sequence data30 is prepared for the song data 27 of one song. The details of thesequence data 30 will be described below. Further, the external storagedevice 20 functions as a reference timing data storage device by storingthe sequence data 30.

The control panel 3 includes a detecting device 35 therein. Thedetecting device 35 detects an operation on the button 13 or anoperation on the volume controller 9. Specifically, the detecting device35 detects a rotation amount and a rotation direction of the volumecontroller 9 (or the position of the portion used as a reference in acircumferential direction) or the presence or absence of an operation ofpushing the button 13. A detection result of the detecting device 35 isoutput to the game control unit 16 and then used for various processesexecuted by the game control unit 16. Note that, a well-known techniquemay be used as the detecting device 35. Further, two detecting devices35 may be provided for the volume controller 9 and for the button 13,respectively, and eight detecting devices 35 may be disposed for the sixbuttons 13 and for the two volume controllers 9, respectively.

Next, the outline of a music game executed by the game machine 1 will bedescribed. In the game machine 1, a music game in which an appropriateoperation corresponding to a reproduced song is evaluated is executed. Aconcrete description will be made with reference to FIGS. 8 to 11. FIG.8 is a diagram schematically illustrating an example of a game screen.As illustrated in FIG. 8, a game screen 40 includes four tracks TL. Thefour tracks TL extend from a back side (the upper side) UP serving asone side of the screen toward a front side (a lower side) DP serving asthe other end side so as to render a virtual three-dimensional (3D)space. Similarly, the four tracks TL are arranged between two separatorlines SL extending from the back side UP of the screen toward the frontside DP. A depth direction TD in which the track TL extends is used as atime axis direction (a first direction). Further, the four tracks TLcorrespond to the four large buttons 13D, respectively. Furthermore, twospare tracks YT extending from the back side UP of the screen toward thefront side DP are arranged at the side of each of the two separatorlines SL.

A reference line KL serving as a current time mark is arranged at thelower side (the front side) of the game screen 40. The reference line KLextends in the form of a straight line so as to cross the four tracks TLin a left-right direction (a second direction). Further, an object OJ isdisplayed on each track TL at an appropriate timing. Further, a largeobject DJ is similarly displayed at an appropriate timing. The largeobject DJ is arranged to straddle two left tracks or two right tracksamong the four tracks TL. The object OJ and the large object DJ movefrom the back side UP of the track TL toward the front side DP. Theplayer is required to execute an appropriate operation in time witharrival of the object OJ and the large object DJ at the reference lineKL. Specifically, the player is required to execute an operation ofpushing the large button 13D corresponding to the track TL on which theobject OJ is arranged in time with arrival of the object OJ at thereference line KL. Further, when the large object DJ arrives at thereference line KL, the player is required to execute an operation ofpushing the small button 13S positioned below the large button 13Dcorresponding to the two tracks TL which the large object DJ straddles.A difference between an operation timing of the player and a timing whenthe object OJ or the large object DJ arrives at the reference line KL isevaluated.

An instruction path R is displayed on the game screen 40 at anappropriate timing. FIG. 9 is a diagram illustrating another example ofa game screen. As illustrated in FIG. 9, a game screen 40R includes twoinstruction paths R. The two instruction paths R are arranged on theback side UP of the screen such that the two instruction paths R crosseach other so as to draw a letter such as X. Specifically, oneinstruction path R1 extends from the spare track YT at the right sidetoward the spare track YT at the left side while obliquely crossing thefour tracks TL, and the other instruction path R2 extends from the sparetrack YT at the left side toward the spare track YT at the right sidewhile obliquely crossing the four tracks TL. And, the right instructionpath R1 corresponds to the right volume controller 9B, and the leftinstruction path R2 corresponds to the left volume controller 9A.

The instruction path R moves toward the reference line KL as a timepasses. FIG. 10 is a diagram illustrating a game screen after apredetermined time elapses from the game screen 40R illustrated in FIG.9. As illustrated in FIG. 10, two cursors KG, which serve as anoperation corresponding mark, respectively corresponding to the twoinstruction paths R are displayed on the reference line KL in time witharrival of the instruction path R at the reference line KL. The cursorKG moves on the reference line KL in the left-right direction inresponse to the rotational operation on the volume controller 9.Specifically, the right cursor KG1 displayed corresponding to the rightinstruction path R1 moves in response to the rotational operation of theright volume controller 9B, and the left cursor KG2 displayedcorresponding to the left instruction path R2 moves in response to therotational operation of the left volume controller 9A.

The player is required to perform an operation not to lead each cursorKG astray outside each corresponding instruction path R. In other words,the player is required to perform rotating operation not to lead theright cursor KG1 astray outside the right instruction path R1 and not tolead the left cursor KG2 astray outside the left instruction path R2.When the cursor KG is led astray outside the instruction path R, apenalty is given. In contrast, when the cursor KG is not led astrayoutside the instruction path R until the instruction path R passesthrough the reference line KL, a privilege is given. Note that, forexample, subtraction of a predetermined gauge in which a game ends whena value becomes zero or subtraction of an acquired score may be used asa penalty. Further, only a privilege may be given, and a penalty may notbe given. For example, addition of a score or addition of apredetermined gauge may be used as a privilege.

FIG. 11 is a diagram illustrating another example of the instructionpath R. As illustrated in FIG. 11, an instruction path RX extending soas to be perpendicular to the four tracks TL may be displayed. Theinstruction path RX includes a straight-ahead portion RXa extendingalong the spare track YT and an orthogonal portion RXb extending in adirection orthogonal to the track TL. In the example of FIG. 11, twoinstruction paths RX are displayed. An instruction path RX1 arranged atthe rear side is arranged such that the orthogonal portion RXb isinterposed between the straight-ahead portion RXa extending along thespare track YT at the left side and the straight-ahead portion RXaextending along the spare track YT at the right side in a direction fromthe back side UP toward the front side DP.

Meanwhile, the instruction path RX2 arranged at the front side isarranged such that the orthogonal portion RXb is interposed between thestraight-ahead portion RXa extending along the spare track YT at theright side and the straight-ahead portion RXa extending along the sparetrack YT at the left side in a direction from the back side UP towardthe front side DP. In this case, the straight-ahead portion RXa which ispositioned at the back side with the orthogonal portion RXb and extendsalong the spare track YT at the right side, corresponds to the rightvolume controller 9B. Meanwhile, the straight-ahead portion RXa which ispositioned at the back side with the orthogonal portion RXb and extendsalong the spare track YT at the left side, corresponds to the leftvolume controller 9A. In other words, the instruction path RX1 arrangedat the back side corresponds to the left volume controller 9A, and theinstruction path RX2 arranged at the front side corresponds to the rightvolume controller 9B. Note that, the instruction paths R may bedisplayed to be distinguished from each other such as a from that theinstruction paths R corresponding to the volume controllers 9A and 9Bhave different colors from each other.

Elements (including functions) of giving a change to a song which isbeing reproduced are allocated to the volume controllers 9A and 9B,respectively. For example, a guitar sound and a vocal sound areallocated to the left volume controller 9A of the A area 3A and theright volume controller 9B, respectively, as the elements for giving achange to a song. And, the volumes of the guitar sound and the vocalsound change in response to rotational operation on the volumecontrollers 9A and 9B, respectively.

Note that, for example, an effector function may be allocated to thevolume controller 9. Specifically, an effect level on a song may changein response to the rotational operation on the volume controller 9. Assuch an effect, for example, a change of enhancing a sound of a specificfrequency band on an original sound source of a song may be actualized.In this case, a frequency band to be enhanced may increase or decreasein response to the rotational operation on the volume controller 9.

Alternatively, a scratch function, that is, a function of increasing ordecreasing a reproduction speed of a song may be allocated to the volumecontroller 9. Specifically, a scratch effect corresponding to anincrement in the reproduction speed and a scratch effect correspondingto a decrement in the reproduction speed may be caused in a song inresponse to the rotational operation on the volume controller 9.Further, a predetermined sound effect may be allocated to the button 13.In other words, as the button 13 is pushed down, a predetermined soundeffect may be added to the middle of a song.

Next, the details of the sequence data 30 will be described withreference to FIG. 12. FIG. 12 is a diagram illustrating an example ofcontent of the sequence data 30. As illustrated in FIG. 12, the sequencedata 30 includes a condition defining portion 30 a and an operationsequence portion 30 b. Information designating various conditions toexecute a game such as the tempo of music, beat, a track, and the lengthof a song is described in the condition defining portion 30 a.

Meanwhile, an instruction of an operation on the button 13 and thevolume controller 9 is described in the operation sequence portion 30 bin association with a time in a song. As illustrated in FIG. 12, theoperation sequence portion 30 b includes an instruction path informationportion 30 r used to form the instruction path R, and an objectinformation portion 30 i used to arrange the object OJ or the largeobject DJ on the track TL.

The instruction path information portion 30 r includes information of atiming (reference timing) in a song, information of the position on thereference line KL extending in the left-right direction (the seconddirection) crossing the time axis direction (the depth direction TD)serving as information of the reference position, information of thewidth of the instruction path R, and information of an instruction pathpattern. The instruction path information portion 30 r is configured asa set of a plurality of records in which these pieces of information areassociated with each other. In the example of FIG. 12, as information,information of a timing in a song at which the instruction path Rstarts, that is, information of a start timing, information of theposition on the reference line KL at the start timing of the instructionpath R, information of a timing in a song at which the instruction pathR ends, that is, information of an end timing, information of theposition on the reference line KL at the end timing of the instructionpath R, information of the width of the instruction path R, andinformation of an instruction path pattern are described from the leftin the described order. Further, “LINE POINT” is described at thebeginning of the instruction path information portion 30 r. Theinstruction path information portion 30 r is distinguished from otherinformation portions such as the object information portion 30 i throughthis description.

Information of the reference timing such as the start timing and the endtiming is described such that a bar number in a song, beats, and a valuerepresenting a time in a beat are separated by a comma. A time in a beatrefers to an elapsed time from the head of one beat, and is representedby the number of units from the head obtained by equally dividing thelength of one beat into n unit times. For example, when a time in whichn is 100, and a time in which ¼ has elapsed from the head of a secondbeat in a second beat of a first bar of a song is designated as thereference timing, “01,2,025” is described.

Information of the position on the reference line KL is described usinga numerical value representing each position in the left-right directionin which the reference line KL extends. For example, a number (a numberof a unit length) when the length of the reference line KL in theleft-right direction is equally divided by a predetermined number andpositions respectively corresponding to the divided unit lengths arenumbered in order from the left end, is used as a numerical valuerepresenting each position. In the example of FIG. 12, 128 is used asthe predetermined number. Further, positions are numbered in order up to128 at the position of the right end, like 0, 1, and 2, from theposition of the left end of the reference line KL to the position of theright end thereof. In other words, when the position of the left end ofthe reference line KL is designated, a numerical value of 0 isdescribed, and when the position of the right end is designated, anumerical value of 128 is described. Note that, information of thereference line KL means that when the reference timing corresponding tothe information comes, the instruction path R is arranged at theposition on the reference line KL, which is designated by the numericalvalue. In other words, information of the reference line KL means theposition of a portion overlapping the instruction path R on thereference line KL. Further, before the reference timing comes,information of the position on the reference line KL functions as adesignation of each position on the track TL which corresponds to theposition on the reference line KL in the left-right direction, or thespare track YT in the left-right direction.

Information of the position on the reference line KL functions asinformation designating the volume controller 9. Specifically, when theposition on the reference line KL associated with the end timingcorresponds to the position of the right end, it functions asinformation designating the right volume controller 9B, whereas when theposition on the reference line KL associated with the end timingcorresponds to the position of the left end, it functions as informationdesignating the left volume controller 9A. Note that, the left and rightvolume controllers 9A and 9B are designated using a description of thebeginning of the instruction path information portion 30 r. For example,when a description of the beginning is “LINE POINT1,” it may function asthe instruction path information portion 30 r corresponding to the leftvolume controller 9A, whereas when a description of the beginning is“LINE POINT2,” it may function as the instruction path informationportion 30 r corresponding to the right volume controller 9B.

The width of the instruction path R is designated using the unit lengthrepresenting each position on the reference line KL. For example, whenthe width of the instruction path R is described as “10,” the width ofthe length corresponding to 10 unit lengths is designated. Theinstruction path pattern is designated using an alphabet associated witheach instruction path pattern. For example, “A” is associated with apattern of an X type corresponding to the example of FIG. 9, and “B” isassociated with a pattern having an orthogonal portion Rxb correspondingto the example of FIG. 11. And, when the pattern of the X typecorresponding to the example of FIG. 9 is designated, “A” is describedas the instruction path pattern. Note that, a correspondence between theinstruction path pattern and an alphabet is actualized by a separatetable (not illustrated).

In the example of FIG. 12, a start point in time (“000”) of a secondbeat of a first bar is designated as the start timing, and a time inwhich “016” elapses from the start point in time of the second beat ofthe first bar is designated as the end timing. The position (“0”) of theleft end of the reference line KL is designated as the position of thestart timing, and the position (“128”) of the right end of the referenceline KL is designated as the position of the end timing. Further, “10”is designated as the width of the instruction path R, and “A”, that is,the X type is designated as the pattern. Thus, the instruction path R inwhich a letter X is drawn with the width of “10” is displayed such thatit starts to reach the position of the left end of the reference line KLat the start point in time (“000”) of the second beat of the first bar,and it ends at the position of the right end at a timing in which “016”has elapsed from the start point in time of the second beat of the firstbar.

Meanwhile, the object information portion 30 i includes information of atiming in a song, track information designating any one of the fourtracks TL, and object information designating the type of object. Theobject information portion 30 i is configured as a set of a plurality ofrecords in which these pieces of information are associated with eachother. In the example of FIG. 12, the information of a timing in a song,the track information, and the object information are described from theleft in the described order. Further, “ITEM POINT” is described at thebeginning of the object information portion 30 i, and the objectinformation portion 30 i is distinguished from other informationportions such as the instruction path information portion 30 r throughthis description.

The information of a timing in a song is described similarly to theinstruction path information portion 30 r. The track information isdescribed using information designating the four tracks TL. For example,the tracks are numbered as 1, 2, 3, and 4 in order starting from thetrack TL of the left end. When the track TL of the left end isdesignated, information of “track 1” is described, and when the track TLadjacent thereto is designated, information of “track 2” is described.The object information is described using an alphabet associated withthe object OJ or the large object DJ. For example, “S” is associatedwith the object OJ. Further, depending on the position of the track TLto appear, the large object DJ is associated with “A” when the largeobject DJ straddles the two tracks TL at the left side and “B” when thelarge object DJ straddles the two tracks TL at the right side. Notethat, the type of large object DJ is associated with any other alphabet,depending on the length thereof or the like.

In the example of FIG. 12, an instruction is described to display theobject OJ (“S”) that moves on the track TL (“track 1”) of the left endto arrive at the reference line KL at the start point in time (“000”) ofthe first beat of the first bar. Meanwhile, an instruction is describedto display the large object DJ that straddles the two tracks TL of theleft side and moves to arrive at the reference line KL at a timing inwhich “0012” has elapsed from the start point in time of the first beatof the first bar.

Based on the sequence data 30, the game control unit 16 executes aprocess of displaying the instruction path R and a process of displayingthe object OJ or the large object DJ. The game control unit 16 controlsa display of the instruction path R, the object OJ, and the large objectDJ so that the instruction path R, the object OJ, and the large objectDJ can match the reference line KL at the reference timing designated bythe sequence data 30.

Next, a process of executing a music game through the game control unit16 will be described. The game control unit 16 reads the game program 21and performs initial setting necessary to execute a music game, and thenis on standby for a game start instruction from the player. For example,the game start instruction includes an operation specifying data used ina game such as selection of a song to be played in a game or adifficulty level. A procedure receiving this instruction is the same asin a well-known music game.

When a game start is instructed, the game control unit 16 reads the songdata 27 corresponding to a song selected by the player and outputs theread song data 27 to the audio output control unit 18, so that the songstarts to be reproduced from the speaker 4. Through this operation, thecontrol unit 15 functions as a song reproducing device.

Furthermore, the game control unit 16 reads the sequence data 30corresponding to the player's selection in synchronization withreproduction of a song, generates image data necessary for rendering agame screen with reference to the image data 29, and outputs thegenerated image data to the display control unit 17. Through thisoperation, the game control unit 16 causes the game screen to bedisplayed on the monitor 2. Further, as processes necessary to displaythe game screen or the like during execution of the music game, the gamecontrol unit 16 repeatedly executes an instruction path display processroutine illustrated in FIG. 13, a cursor display process routineillustrated in FIG. 14, a cursor position control process routineillustrated in FIG. 15, and an operation evaluation routine illustratedin FIG. 16 at a predetermined period. Note that, the sequence processingunit 25 handles the routine of FIG. 13, the routine of FIG. 14, and theroutine of FIG. 15, and the operation evaluating unit 26 handles theroutine of FIG. 16. Besides, the game control unit 16 executes a processof controlling a display of the object OJ or the large object DJ inaddition to above processes, but this process may be actualized by awell-known process, and so the details of these processes will not bedescribed.

When the instruction path display process routine of FIG. 13 starts, instep S1, the sequence processing unit 25 of the game control unit 16first acquires a current time on a song. For example, clocking starts byan internal clock of the game control unit 16 from a reproduction startpoint in time of a song, and the current time is acquired based on avalue of the internal clock. Subsequently, in step S2, the sequenceprocessing unit 25 acquires each information such as a reference timing(a start timing and an end timing), the position on the reference lineKL, the width, and a pattern of the instruction path information portion30 r included in a time length (a predetermined time range) to bedisplayed on a game screen included in the instruction path informationportion 30 r from the sequence data 30. For example, the predeterminedtime range is set to a time length of about two bars of a song from thecurrent time.

Next, in step S3, the sequence processing unit 25 calculatescoordinates, on the game screen, corresponding to each reference timing(each of the start timing and the end timing) included within thedisplay range acquired in step S2. For example, this calculation isperformed as follows. First, the sequence processing unit 25 determineswhether or not the instruction path R included in the display range isassociated with any one of the volume controllers 9. This determinationis performed based on the position on the reference line KL designatedas the end timing of the instruction path R. For example, it isdetermined that the instruction path R is associated with the rightvolume controller 9B when the position of the right end on the referenceline KL is designated as the end timing, whereas it is determined thatthe instruction path R is associated with the left volume controller 9Awhen the position of the left end on the reference line KL is designatedas the end timing. Next, the position of each reference timing in thetime axis direction (that is, the depth direction TD) from the positionof the reference line KL is determined based on a temporal differencebetween each reference timing and the current time. Furthermore, theposition in the left-right direction at each reference timing isdetermined based on information of the position on the reference line KLassociated with each reference timing or the like. Thus, it is possibleto acquire coordinates of each designated position in the left-rightdirection corresponding to each reference timing designated by anarrangement of a time order along a time axis from the position of thereference line KL.

When a calculation of coordinates corresponding to each reference timingis completed, the sequence processing unit 25 causes the process toproceed to step S4. In step S4, the sequence processing unit 25generates image data necessary to render the instruction path R based onthe coordinates of the reference timing calculated in step S3 and eachinformation acquired in step S2. This image data is generated as followsas an example. First, image data of the instruction path R is generatedbased on the coordinates of each reference timing (the start timing andthe end timing), information of the width of the instruction path R, andinformation of the instruction path pattern, which are included in theinstruction path information portion 30 r. Specifically, the coordinatesof the start timing is connected to the coordinates of the end timingaccording to the instruction path pattern so that the instruction path Rcan have a designated width. Thus, generated is image data of theinstruction path R extending in the time axis direction according to thedesignated instruction path pattern while passing through the designatedposition in the left-right direction in the time order of each referencetiming, that is, in the order of the start timing and the end timing.

Subsequently, in step S5, the sequence processing unit 25 outputs theimage data generated in step S4 to the display control unit 17, and endsthe current routine. The above process is repeatedly executed, and sothe instruction path R extending in the depth direction TD while passingthrough a predetermined position in the left-right direction at thereference timing described in the sequence data 30 is displayed on thegame screen. Further, the instruction path R is moved in the depthdirection TD and displayed so that the position corresponding to eachreference timing of the instruction path R can match the position of thereference line KL at the current time.

Next, a cursor display process routine of FIG. 14 will be described. Theroutine of FIG. 14 is a process of controlling a display of the cursorKG on the reference line KL. When the routine of FIG. 14 starts, thesequence processing unit 25 acquires information of the start timing andthe end timing of the instruction path R included in the display rangefrom the instruction path information portion 30 r of the sequence data30. Subsequently, in step S12, the sequence processing unit 25determines whether or not the cursor KG is being displayed on the gamescreen, that is, determines the presence or absence of a display of thecursor KG.

When a determination result of step S12 is a negative result, that is,when it is determined that the cursor KG is not displayed on the gamescreen, the sequence processing unit 25 causes the process to proceed tostep S13. In step S13, the sequence processing unit 25 determineswhether or not the current time is the start timing based on theinformation acquired in step S11, that is, determines whether or not thestart timing of the instruction path R has come. When a determinationresult is negative, that is, when the start timing has not come,subsequent processes are skipped, and the current routine ends.

In contrast, when the determination result of step S13 is positive, thatis, when the start timing has come, the sequence processing unit 25causes the process to proceed to step S14. In step S14, the sequenceprocessing unit 25 starts to display the cursor KG at a predeterminedposition, and then causes the process to proceed to step S15. Further, aportion overlapping the instruction path R on the reference line KL isused as the predetermined position. In step S15, the sequence processingunit executes a sub routine of a cursor position control process. Thedetails of the sub routine will be described below. When the process ofstep S15 ends, the sequence processing unit 25 ends the current routine.

Meanwhile, when the determination result of step S12 is positive, thatis, when it is determined that the cursor KG is being displayed on thegame screen, the sequence processing unit 25 causes the process toproceed to step S16. In step S16, the sequence processing unit 25determines whether or not the current time is the end timing based onthe information acquired in step S11, that is, determines whether or notthe end timing of the instruction path R has come. When thisdetermination result is negative, that is, when the end timing has notcome, the sequence processing unit 25 causes the process to proceed tostep S15.

In step S15, the sequence processing unit 25 executes the sub routine ofthe cursor position control process, and then ends the current routine.In contrast, when the determination result of step S16 is positive, thatis, when the end timing has come, the sequence processing unit 25 causesthe process to proceed to step S17. In step S17, the sequence processingunit 25 erases a display of the cursor KG from the game screen, that is,ends a display of the cursor KG, and then ends the current routine.

FIG. 15 is a diagram illustrating an example of a flowchart of thecursor position control process routine. This routine is a sub routineof the routine of FIG. 14, and is called in step S15 of the routine ofFIG. 14 and then executed. When the routine of FIG. 15 starts, in stepS21, the sequence processing unit 25 first acquires the player'soperation result on the volume controller 9. Specifically, the rotatingdirection and the rotation amount of each volume controller 9 areacquired with reference to an output signal of the detecting device 35as the player's operation result.

Subsequently, in step S22, the sequence processing unit 25 calculatescoordinates of the cursor KG to be displayed as a movement destinationbased on each operation result acquired in step S21. For example, thecoordinates are calculated as follows. First, the sequence processingunit 25 determines a direction to move the cursor KG based on theacquired rotating direction. Specifically, a right direction isdetermined as a direction to move when a clockwise rotation operation isperformed on the volume controller 9, whereas a left direction isdetermined as a direction to move when a counterclockwise rotationoperation is performed on the volume controller 9. Next, a movementamount is determined based on the rotation amount. This determination ismade such that a determination range is set to a part of a range (forexample, 360°) in which the volume controller 9 is rotatable.Specifically, first, an angle set as the determination range is equallydivided by a predetermined number (a number in common with informationof the position of the reference line KL), so that a unit angle iscalculated. Next, the rotation amount, that is, the rotation angle isreplaced with a quantity of a unit angle. Then, a unit lengthcorresponding to this quantity is calculated as the movement amount. Thecoordinates of the cursor KG to be displayed as a movement destinationare calculated based on the moving direction and the movement amount(the moving distance) which are calculated in the above-described way,and the current coordinates of the cursor KG (a predetermined positionwhen a display starts).

Next, in step S23, the sequence processing unit 25 generates image datanecessary to render the cursor KG based on the coordinates calculated instep S22. Specifically, image data is generated so that the cursor KG isdisplayed at the coordinates of the movement destination calculated instep S22. Subsequently, in step S24, the sequence processing unit 25outputs the image data to the display control unit 17, and then ends thecurrent routine. As the above process is executed, the cursor KG isdisplayed on the reference line KL, and the cursor KG moves on thereference line KL in response to an operation on the volume controller9.

Next, an operation evaluation routine of FIG. 16 will be described. Theroutine of FIG. 16 is a process of evaluating the player's operation onthe volume controller 9. Further, the routine of FIG. 16 is executed foreach instruction path R, that is, for each volume controller 9. When theroutine of FIG. 16 starts, in step S31, the operation evaluating unit 26first determines whether or not the instruction path R has arrived atthe reference line KL. For example, this determination is actualized bycomparing the current time with the start timing and the end timing ofthe instruction path R. Specifically, when the current time is a timebetween the start timing and the end timing, it is determined that theinstruction path R has arrived at the reference line KL, and otherwise,it is determined that the instruction path R has not arrived at thereference line KL. Then, when this determination result is negative,subsequent processes are skipped, and then the current routine ends.

In contrast, when the determination result of step S31 is positive, thatis, when the instruction path R has arrived at the reference line KL,the operation evaluating unit 26 causes the process to proceed to stepS32. In step S32, the operation evaluating unit 26 acquires coordinatesof the cursor KG on the reference line KL. This coordinates may beacquired using the processing result of FIG. 15 or may be acquiredsimilarly to step S22 of FIG. 15.

Subsequently, in step S33, the operation evaluating unit 26 specifies arange of the instruction path R on the reference line KL, whichcorresponding to the current time. For example, this specification isperformed as follows. First, a time elapsed from the start timing iscalculated by comparing the start timing of the instruction path R withthe current time. Next, coordinates of the left end of the instructionpath R and coordinates of the right end thereof on the reference line KLat the elapsed time are calculated based on information of the width ofthe instruction path R and information of a connection pattern. Bycalculating the coordinates of both ends of the instruction path R onthe reference line KL in this way, a range of the instruction path R onthe reference line KL, that is, an overlapping range in which thereference line KL overlaps the instruction path R is specified.

Next, in step S34, the operation evaluating unit 26 decides evaluation.For example, this decision is performed as follows. First, the operationevaluating unit 26 determines whether or not the coordinates of thecursor KG acquired in step S32 are included in the overlapping range,specified in step S33, in which the reference line KL overlaps theinstruction path R. When the coordinates of the cursor KG are includedin the overlapping range, the operation evaluating unit 26 decides togive a privilege (or excuse a penalty) as an evaluation result. Incontrast, the coordinates of the cursor KG are not included in theoverlapping range, that is, when the position of the cursor KG isoutside the instruction path R, the operation evaluating unit 26 decidesto give a penalty (or not to give a privilege) as an evaluation result.In this way, the operation evaluating unit 26 decides evaluation in stepS34.

Subsequently, in step S35, the operation evaluating unit 26 controls anoutput to the display control unit 17 such that the evaluation result ofstep S34 is reflected in a display of the game screen. Specifically, forexample, addition of a score or addition of a gauge is reflected in adisplay of the game screen in response to the evaluation result decidedto give a privilege. In contrast, reduction of a gauge is reflected in adisplay of the game screen in response to the evaluation result decidedto give a penalty. When the process of step S35 ends, the operationevaluating unit 26 ends the current routine.

As described above, according to this embodiment, the instruction path Rwhose direction variously changes so as to cross the tracks TL isdisplayed based on the sequence data 30. The instruction path R moves tothe reference line KL as a time elapses. Further, the cursor KG isdisplayed on the reference line KL in time with arrival of theinstruction path R at the reference line KL. The position of the cursorKG on the reference line KL, that is, the position of the cursor KG inthe left-right direction changes according to an operation on the volumecontroller 9. For this reason, when an appropriate operation is notperformed on the volume controller 9, the instruction path R and thecursor KG differ from each other in the position in the left-rightdirection. Thus, it is possible to request the player to perform anappropriate operation on the volume controller 9 so that the cursor KGmoves according to a change in the instruction path R. In other words,it is possible to teach a plurality of pieces of information on aconcrete operation or the like on the volume controller 9 such as therotation amount and the rotating direction to the player using thechange direction and the amount of change of the instruction path R, andit is possible to request the player to perform the concrete operation.

Furthermore, the volume controller 9 is allocated elements used to givea change to a song. For this reason, various kinds of changes can bemade in a song which is being played by an operation on the volumecontroller 9 for moving the cursor KG. Since an appropriate timing, anappropriate amount, and the like are taught using the change in theinstruction path R, it is possible to cause a song to appropriatelychange. As a result, an exhilarating feeling by which a song iseffectively changed can be provided. In other words, new amusement canbe provided by addition of game elements changing an element of a song.

In the above embodiment, the control unit 15 functions as an operationteach device, a reference timing determining device, and a mark controldevice by causing the sequence processing unit 25 to execute theroutines of FIGS. 13 to 15. Furthermore, the control unit 15 functionsas an evaluating unit by causing the operation evaluating unit 26 toexecute the routine of FIG. 16.

The present invention is not limited to the above embodiments, and canbe embodied in an appropriate embodiment. In the above embodiment, thereference timing and the reference position are taught through a displayof the reference mark and the current reference mark, but the guidanceembodiment is not limited to this example. For example, the referencetiming and the reference position may be taught by a sound. Further, forexample, the reference timing and the reference position may be taughtsuch that information of the reference position is displayed at thecenter of an object through a numerical value or the like. In this case,the object functions as the reference mark for guiding the referenceposition. Furthermore, the present invention is not limited to theembodiment in which both the reference timing and the reference positionare taught by one reference mark. For example, information of thereference timing may be taught by a mark such as an object, andinformation of the reference position may be displayed apart(separately) from a mark of an object corresponding to the referenceposition in association with the mark.

In the above embodiment, information of the position in a directionorthogonal to a time axis is described in the sequence data 30 asinformation of the reference position, but the information of thereference position is not limited to this example. Information of anyposition may be used as information of the reference position as long asthe position is not arranged on the time axis, that is, when theposition is in the direction crossing the time axis.

Further, the operating unit is not limited to the volume controller. Forexample, a distinguishing device such as a mark or a groove causing theouter circumferential portion of the volume controller to bedistinguished from any other portion may be provided on the outercircumferential portion of the volume controller. In this case,information designating the position of a portion distinguished by thedistinguishing device may be described in the reference timing data asinformation related to the reference position. In other words, anabsolute displacement position at which the portion distinguished by thedistinguishing device is positioned as well as a relative displacementposition from the current position such as the change direction and theamount of change may be used as information related to the referenceposition. In this case, the portion distinguished by the distinguishingdevice functions as the reference portion. Further, all of the operatingunits may be configured to be movable. In this case, all of theoperating units function as the reference portion. Furthermore, a changein the position of the reference potion is not limited to rotationmovement. Various kinds of position changes such as in the verticaldirection or the horizontal direction may be employed.

In the above embodiment, information related to the reference positionis described in the reference timing data using the operation directionand the operation amount, but the reference timing data is not limitedto this example. For example, information of a movement amount and amovement direction from an immediately previous position may bedescribed as the information of the reference position. Alternatively,information of an absolute position designating the position of theportion distinguished by the distinguishing device may be described. Forexample, the information of the reference position may be describedusing a letter such as “a” or “b” or a symbol which is associated with adirection crossing a time axis.

In the above embodiment, as the reference mark moves toward the currenttime mark, relative displacement occurs therebetween, but the relativedisplacement is not limited to this example. For example, the currentmark may move toward the reference mark. Further, in the aboveembodiment, the depth direction is used as the time axis direction, butthe time axis direction is not limited to this example. For example, thehorizontal direction, the vertical direction, or the like may be used.Furthermore, the time axis is not limited to a straight line. Forexample, a curved line may be used as the time axis. Thus, the time axisdirection may also appropriately change, for example, along the timeaxis extending in the form of a curved line.

In the above embodiment, a music game is employed as a game executed bya game machine, but a game executed by a game machine is not limited toa music game. As long as the position of a reference portion isdesignated at a reference timing at which an operation is performed,various games such as a role-playing game or an action game may beexecuted by a game machine. Furthermore, the game system of the presentinvention may be actualized in an appropriate embodiment such as a gamemachine for business use installed in commercial facilities, astationary game machine for home use, a portable game machine, or a gamesystem actualized using a network.

What is claimed is:
 1. A game machine comprising: a display apparatusthat displays and outputs a game screen; an input apparatus thatincludes at least one operating unit operated so as to change a positionof a reference portion; a reference timing data storage device adaptedand configured to store reference timing data in which a referencetiming at which the operating unit is operated during a game isassociated with information related to a reference position at which thereference portion is to be positioned at the reference timing; and anoperation teach device adapted and configured to teach a player aboutthe reference timing and the information of the reference position basedon the reference timing data, wherein the operation teach deviceincludes: a reference timing determining device adapted and configuredto determine the reference timing included within a predetermined timerange from a current time on the game to a future and the information ofthe reference position corresponding to the reference timing based onthe reference timing data; and a mark control device adapted andconfigured to cause a reference mark representing each reference timingand the information of the reference positions corresponding to eachreference timing determined by the reference timing determining device,and a current time mark corresponding to the current time, to bedisplayed along a time axis on the game by an arrangement of a timeorder, and cause relative displacement along the time axis between thereference mark and the current time mark such that a distance in a timeaxis direction between the reference mark and the current time markchanges with a decrease in a time difference between the referencetiming to be taught by the reference mark and the current time, whereininformation related to a position in a second direction crossing a firstdirection going along the time axis direction is described in thereference timing data as the information related to the referenceposition, and the mark control device teaches information related to theposition in the second direction by displaying the reference mark at theposition in the second direction corresponding to the reference timingat the reference timing on the time axis based on the informationrelated to the position in the second direction.
 2. The game machineaccording to claim 1, wherein the mark control device causes therelative displacement along the time axis such that the reference markmoves toward the current time mark.
 3. The game machine according toclaim 1, wherein the mark control device further displays an operationcorresponding mark in which the position in the second direction changesaccording to a change in the position of the reference portion whilematching the current time mark in the first direction at the currenttime.
 4. The game machine according to claim 1, wherein an orthogonaldirection among directions crossing the first direction is used as thesecond direction.
 5. The game machine according to claim 1, wherein themark control device displays an instruction path extending from one endside of the time axis toward the other end side while passing througheach position in the second direction corresponding to each referencetiming in a time order of each reference timing determined by thereference timing determining device as the reference mark.
 6. The gamemachine according to claim 5, wherein a plurality of operating units isprovided in the input apparatus, the reference timing is described inthe reference timing data further in association with informationdesignating any one of the plurality of operating units, and the markcontrol device displays the instruction path corresponding to each ofthe plurality of operating units to be distinguishable for eachoperating unit.
 7. The game machine according to claim 6, wherein themark control device displays the instruction path corresponding to eachof the plurality of operating units to be distinguishable for eachoperating unit by arranging at least one of the one end side and theother end side of the instruction path at a different position for eachoperating unit.
 8. The game machine according to claim 6, wherein themark control device displays the instruction path corresponding to eachof the plurality of operating units to be distinguishable by causing acolor of the instruction path to differ according to the operating unit.9. The game machine according to claim 1, wherein information related tothe change direction and the amount of change of the reference portionare described in the reference timing data as the information related tothe reference position.
 10. The game machine according to claim 1,wherein a plurality of operating units is provided in the inputapparatus, the reference timing is described in the reference timingdata further in association with information designating any one of theplurality of operating units, and the operation teach device teaches thereference timing corresponding to each of the plurality of operatingunits and the information of the reference position to bedistinguishable for each operating unit.
 11. The game machine accordingto claim 1, wherein the input apparatus is configured to detect anoperation on the operating unit, and the operation teach devicecomprises an evaluating unit adapted and configured to evaluate anoperation on the operating unit based on the reference timing and theinformation of the reference position described in the reference timingdata.
 12. The game machine according to claim 1, further comprising: anaudio output apparatus that reproduces and outputs a sound; a song datastorage device adapted and configured to store song data to reproduce asong; and a song reproducing device adapted and configured to reproducethe song through the audio output apparatus based on the song data, andwherein a timing during reproduction of the song is described in thereference timing data as the reference timing.
 13. The game machineaccording to claim 1, wherein the input apparatus is provided with arotational operating member that has a center line and is configured torotate on the center line as the operating unit, wherein a position ofan outer circumferential portion changes with the rotation, and theouter circumferential portion of the rotational operating member is usedas the reference portion.
 14. The game machine according to claim 13,wherein the rotational operating member is provided with adistinguishing device for distinguishing a portion of the outercircumferential portion from the remaining portion, and the portion ofthe outer circumferential portion distinguished by the distinguishingdevice is used as the reference portion.
 15. A non-transitory computerreadable storage medium storing a computer program for a game machinecomprising: a display apparatus that displays and outputs a game screen;an input apparatus that includes at least one operating unit operated soas to change a position of a reference portion; a reference timing datastorage device adapted and configured to store reference timing data inwhich a reference timing at which the operating unit is operated duringa game is associated with information related to a reference position atwhich the reference portion is to be positioned at the reference timing;and wherein the computer program is configured so as to cause a computerwhich is incorporated in the game machine to serve as: an operationteach device adapted and configured to teach a player about thereference timing and the information of the reference position based onthe reference timing data, wherein the operation teach device includes:a reference timing determining device adapted and configured todetermine the reference timing included within a predetermined timerange from a current time on the game to a future and the information ofthe reference position corresponding to the reference timing based onthe reference timing data; and a mark control device adapted andconfigured to cause a reference mark representing each reference timingand the information of the reference positions corresponding to eachreference timing determined by the reference timing determining device,and a current time mark corresponding to the current time, to bedisplayed along a time axis on the game by an arrangement of a timeorder, and cause relative displacement along the time axis between thereference mark and the current time mark such that a distance in a timeaxis direction between the reference mark and the current time markchanges with a decrease in a time difference between the referencetiming to be taught by the reference mark and the current time, whereininformation related to a position in a second direction crossing a firstdirection going along the time axis direction is described in thereference timing data as the information related to the referenceposition, and the mark control device teaches information related to theposition in the second direction by displaying the reference mark at theposition in the second direction corresponding to the reference timingat the reference timing on the time axis based on the informationrelated to the position in the second direction.
 16. A control method ofcontrolling a computer incorporated in a game machine comprising: adisplay apparatus that displays and outputs a game screen; an inputapparatus that includes at least one operating unit operated so as tochange a position of a reference portion; a reference timing datastorage device adapted and configured to store reference timing data inwhich a reference timing at which the operating unit is operated duringa game is associated with information related to a reference position atwhich the reference portion is to be positioned at the reference timing,and wherein the control method of controlling the computer comprises anoperation teach step that teaches a player about the reference timingand the information of the reference position based on the referencetiming data, wherein the operation teach step includes: determining thereference timing included within a predetermined time range from acurrent time on the game to a future and the information of thereference position corresponding to the reference timing based on thereference timing data; and causing a reference mark representing eachreference timing and the information of the reference positionscorresponding to each reference timing determined by the referencetiming determining device, displaying a current time mark correspondingto the current time along a time axis on the game by an arrangement of atime order, and causing relative displacement along the time axisbetween the reference mark and the current time mark such that adistance in a time axis direction between the reference mark and thecurrent time mark changes with a decrease in a time difference betweenthe reference timing to be taught by the reference mark and the currenttime, wherein information related to a position in a second directioncrossing a first direction going along the time axis direction isdescribed in the reference timing data as the information related to thereference position, and displaying the reference mark at the position inthe second direction corresponding to the reference timing at thereference timing on the time axis based on the information related tothe position in the second direction.